vsgImGui  0.0.0
VulkanSceneGraph 3rd party data integration library
imgui.h
1 // dear imgui, v1.89.2
2 // (headers)
3 
4 // Help:
5 // - Read FAQ at http://dearimgui.org/faq
6 // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
7 // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8 // Read imgui.cpp for details, links and comments.
9 
10 // Resources:
11 // - FAQ http://dearimgui.org/faq
12 // - Homepage & latest https://github.com/ocornut/imgui
13 // - Releases & changelog https://github.com/ocornut/imgui/releases
14 // - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
15 // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16 // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
17 // - Issues & support https://github.com/ocornut/imgui/issues
18 
19 // Getting Started?
20 // - For first-time users having issues compiling/linking/running or issues loading fonts:
21 // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22 
23 // Library Version
24 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
25 #define IMGUI_VERSION "1.89.2"
26 #define IMGUI_VERSION_NUM 18920
27 #define IMGUI_HAS_TABLE
28 
29 /*
30 
31 Index of this file:
32 // [SECTION] Header mess
33 // [SECTION] Forward declarations and basic types
34 // [SECTION] Dear ImGui end-user API functions
35 // [SECTION] Flags & Enumerations
36 // [SECTION] Helpers: Memory allocations macros, ImVector<>
37 // [SECTION] ImGuiStyle
38 // [SECTION] ImGuiIO
39 // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
40 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
41 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
42 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
43 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
44 // [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
45 // [SECTION] Obsolete functions and types
46 
47 */
48 
49 #pragma once
50 
51 // Configuration file with compile-time options
52 // (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
53 #ifdef IMGUI_USER_CONFIG
54 #include IMGUI_USER_CONFIG
55 #endif
56 #include "imconfig.h"
57 
58 #ifndef IMGUI_DISABLE
59 
60 //-----------------------------------------------------------------------------
61 // [SECTION] Header mess
62 //-----------------------------------------------------------------------------
63 
64 // Includes
65 #include <float.h> // FLT_MIN, FLT_MAX
66 #include <stdarg.h> // va_list, va_start, va_end
67 #include <stddef.h> // ptrdiff_t, NULL
68 #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
69 
70 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
71 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
72 // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
73 #ifndef IMGUI_API
74 #define IMGUI_API
75 #endif
76 #ifndef IMGUI_IMPL_API
77 #define IMGUI_IMPL_API IMGUI_API
78 #endif
79 
80 // Helper Macros
81 #ifndef IM_ASSERT
82 #include <assert.h>
83 #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
84 #endif
85 #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
86 #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
87 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
88 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
89 
90 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
91 #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
92 #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
93 #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
94 #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
95 #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
96 #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
97 #else
98 #define IM_FMTARGS(FMT)
99 #define IM_FMTLIST(FMT)
100 #endif
101 
102 // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
103 #if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
104 #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
105 #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
106 #else
107 #define IM_MSVC_RUNTIME_CHECKS_OFF
108 #define IM_MSVC_RUNTIME_CHECKS_RESTORE
109 #endif
110 
111 // Warnings
112 #ifdef _MSC_VER
113 #pragma warning (push)
114 #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
115 #endif
116 #if defined(__clang__)
117 #pragma clang diagnostic push
118 #pragma clang diagnostic ignored "-Wold-style-cast"
119 #if __has_warning("-Wzero-as-null-pointer-constant")
120 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
121 #endif
122 #elif defined(__GNUC__)
123 #pragma GCC diagnostic push
124 #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
125 #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
126 #endif
127 
128 //-----------------------------------------------------------------------------
129 // [SECTION] Forward declarations and basic types
130 //-----------------------------------------------------------------------------
131 
132 // Forward declarations
133 struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
134 struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
135 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
136 struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
137 struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
138 struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
139 struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
140 struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
141 struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
142 struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
143 struct ImFontConfig; // Configuration data when adding a font or merging fonts
144 struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
145 struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
146 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
147 struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
148 struct ImGuiIO; // Main configuration and I/O between your application and ImGui
149 struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
150 struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
151 struct ImGuiListClipper; // Helper to manually clip large list of items
152 struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
153 struct ImGuiPayload; // User data payload for drag and drop operations
154 struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
155 struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
156 struct ImGuiStorage; // Helper for key->value storage
157 struct ImGuiStyle; // Runtime data for styling/colors
158 struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
159 struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
160 struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
161 struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
162 struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
163 
164 // Enumerations
165 // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
166 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
167 // In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
168 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
169 enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
170 typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
171 typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
172 typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
173 typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
174 typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
175 typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
176 typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
177 typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
178 typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
179 
180 // Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
181 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
182 // In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
183 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
184 typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
185 typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
186 typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
187 typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
188 typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
189 typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
190 typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
191 typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
192 typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
193 typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
194 typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
195 typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
196 typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
197 typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
198 typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
199 typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
200 typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
201 typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
202 typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
203 typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
204 typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
205 typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
206 typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
207 typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
208 
209 // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
210 // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
211 // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
212 #ifndef ImTextureID
213 typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
214 #endif
215 
216 // ImDrawIdx: vertex index. [Compile-time configurable type]
217 // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
218 // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
219 #ifndef ImDrawIdx
220 typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
221 #endif
222 
223 // Scalar data types
224 typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
225 typedef signed char ImS8; // 8-bit signed integer
226 typedef unsigned char ImU8; // 8-bit unsigned integer
227 typedef signed short ImS16; // 16-bit signed integer
228 typedef unsigned short ImU16; // 16-bit unsigned integer
229 typedef signed int ImS32; // 32-bit signed integer == int
230 typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
231 typedef signed long long ImS64; // 64-bit signed integer
232 typedef unsigned long long ImU64; // 64-bit unsigned integer
233 
234 // Character types
235 // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
236 typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
237 typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
238 #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
239 typedef ImWchar32 ImWchar;
240 #else
241 typedef ImWchar16 ImWchar;
242 #endif
243 
244 // Callback and functions types
245 typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
246 typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
247 typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
248 typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
249 
250 // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
251 // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
252 IM_MSVC_RUNTIME_CHECKS_OFF
253 struct ImVec2
254 {
255  float x, y;
256  constexpr ImVec2() : x(0.0f), y(0.0f) { }
257  constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
258  float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
259  float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
260 #ifdef IM_VEC2_CLASS_EXTRA
261  IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
262 #endif
263 };
264 
265 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
266 struct ImVec4
267 {
268  float x, y, z, w;
269  constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
270  constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
271 #ifdef IM_VEC4_CLASS_EXTRA
272  IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
273 #endif
274 };
275 IM_MSVC_RUNTIME_CHECKS_RESTORE
276 
277 //-----------------------------------------------------------------------------
278 // [SECTION] Dear ImGui end-user API functions
279 // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
280 //-----------------------------------------------------------------------------
281 
282 namespace ImGui
283 {
284  // Context creation and access
285  // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
286  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
287  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
288  IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
289  IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
290  IMGUI_API ImGuiContext* GetCurrentContext();
291  IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
292 
293  // Main
294  IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
295  IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
296  IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
297  IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
298  IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
299  IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
300 
301  // Demo, Debug, Information
302  IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
303  IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
304  IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
305  IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
306  IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
307  IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
308  IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
309  IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
310  IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
311  IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
312 
313  // Styles
314  IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
315  IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
316  IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
317 
318  // Windows
319  // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
320  // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
321  // which clicking will set the boolean to false when clicked.
322  // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
323  // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
324  // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
325  // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
326  // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
327  // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
328  // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
329  // - Note that the bottom of window stack always contains a window called "Debug".
330  IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
331  IMGUI_API void End();
332 
333  // Child Windows
334  // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
335  // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
336  // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
337  // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
338  // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
339  // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
340  // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
341  IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
342  IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
343  IMGUI_API void EndChild();
344 
345  // Windows Utilities
346  // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
347  IMGUI_API bool IsWindowAppearing();
348  IMGUI_API bool IsWindowCollapsed();
349  IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
350  IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
351  IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
352  IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
353  IMGUI_API ImVec2 GetWindowSize(); // get current window size
354  IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
355  IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
356 
357  // Window manipulation
358  // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
359  IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
360  IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
361  IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
362  IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
363  IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
364  IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
365  IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
366  IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
367  IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
368  IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
369  IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
370  IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
371  IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
372  IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
373  IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
374  IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
375  IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
376 
377  // Content region
378  // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
379  // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
380  IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
381  IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
382  IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
383  IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
384 
385  // Windows Scrolling
386  // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
387  // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
388  IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
389  IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
390  IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
391  IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
392  IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
393  IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
394  IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
395  IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
396  IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
397  IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
398 
399  // Parameters stacks (shared)
400  IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
401  IMGUI_API void PopFont();
402  IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
403  IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
404  IMGUI_API void PopStyleColor(int count = 1);
405  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
406  IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
407  IMGUI_API void PopStyleVar(int count = 1);
408  IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
409  IMGUI_API void PopAllowKeyboardFocus();
410  IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
411  IMGUI_API void PopButtonRepeat();
412 
413  // Parameters stacks (current window)
414  IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
415  IMGUI_API void PopItemWidth();
416  IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
417  IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
418  IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
419  IMGUI_API void PopTextWrapPos();
420 
421  // Style read access
422  // - Use the ShowStyleEditor() function to interactively see/edit the colors.
423  IMGUI_API ImFont* GetFont(); // get current font
424  IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
425  IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
426  IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
427  IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
428  IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
429  IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
430 
431  // Cursor / Layout
432  // - By "cursor" we mean the current output position.
433  // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
434  // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
435  // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
436  // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
437  // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
438  IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
439  IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
440  IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
441  IMGUI_API void Spacing(); // add vertical spacing.
442  IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
443  IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
444  IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
445  IMGUI_API void BeginGroup(); // lock horizontal starting position
446  IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
447  IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
448  IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
449  IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
450  IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
451  IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
452  IMGUI_API void SetCursorPosY(float local_y); //
453  IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
454  IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
455  IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
456  IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
457  IMGUI_API float GetTextLineHeight(); // ~ FontSize
458  IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
459  IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
460  IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
461 
462  // ID stack/scopes
463  // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
464  // - Those questions are answered and impacted by understanding of the ID stack system:
465  // - "Q: Why is my widget not reacting when I click on it?"
466  // - "Q: How can I have widgets with an empty label?"
467  // - "Q: How can I have multiple widgets with the same label?"
468  // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
469  // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
470  // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
471  // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
472  // whereas "str_id" denote a string that is only used as an ID and not normally displayed.
473  IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
474  IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
475  IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
476  IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
477  IMGUI_API void PopID(); // pop from the ID stack.
478  IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
479  IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
480  IMGUI_API ImGuiID GetID(const void* ptr_id);
481 
482  // Widgets: Text
483  IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
484  IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
485  IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
486  IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
487  IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
488  IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
489  IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
490  IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
491  IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
492  IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
493  IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
494  IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
495  IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
496 
497  // Widgets: Main
498  // - Most widgets return true when the value has been changed or when pressed/selected
499  // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
500  IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
501  IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
502  IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
503  IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
504  IMGUI_API bool Checkbox(const char* label, bool* v);
505  IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
506  IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
507  IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
508  IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
509  IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
510  IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
511 
512  // Widgets: Images
513  // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
514  IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
515  IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
516 
517  // Widgets: Combo Box (Dropdown)
518  // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
519  // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
520  IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
521  IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
522  IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
523  IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
524  IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
525 
526  // Widgets: Drag Sliders
527  // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
528  // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
529  // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
530  // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
531  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
532  // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
533  // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
534  // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
535  // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
536  // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
537  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
538  IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
539  IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
540  IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
541  IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
542  IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
543  IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
544  IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
545  IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
546  IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
547  IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
548  IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
549  IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
550 
551  // Widgets: Regular Sliders
552  // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
553  // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
554  // - Format string may also be set to NULL or use the default format ("%f" or "%d").
555  // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
556  // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
557  IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
558  IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
559  IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
560  IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
561  IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
562  IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
563  IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
564  IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
565  IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
566  IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
567  IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
568  IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
569  IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
570  IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
571 
572  // Widgets: Input with Keyboard
573  // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
574  // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
575  IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
576  IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
577  IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
578  IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
579  IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
580  IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
581  IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
582  IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
583  IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
584  IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
585  IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
586  IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
587  IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
588  IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
589 
590  // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
591  // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
592  // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
593  IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
594  IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
595  IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
596  IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
597  IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
598  IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
599 
600  // Widgets: Trees
601  // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
602  IMGUI_API bool TreeNode(const char* label);
603  IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
604  IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
605  IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
606  IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
607  IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
608  IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
609  IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
610  IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
611  IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
612  IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
613  IMGUI_API void TreePush(const void* ptr_id); // "
614  IMGUI_API void TreePop(); // ~ Unindent()+PopId()
615  IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
616  IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
617  IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
618  IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
619 
620  // Widgets: Selectables
621  // - A selectable highlights when hovered, and can display another color when selected.
622  // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
623  IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
624  IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
625 
626  // Widgets: List Boxes
627  // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
628  // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
629  // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
630  // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
631  // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
632  IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
633  IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
634  IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
635  IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
636 
637  // Widgets: Data Plotting
638  // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
639  IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
640  IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
641  IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
642  IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
643 
644  // Widgets: Value() Helpers.
645  // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
646  IMGUI_API void Value(const char* prefix, bool b);
647  IMGUI_API void Value(const char* prefix, int v);
648  IMGUI_API void Value(const char* prefix, unsigned int v);
649  IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
650 
651  // Widgets: Menus
652  // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
653  // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
654  // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
655  // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
656  IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
657  IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
658  IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
659  IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
660  IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
661  IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
662  IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
663  IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
664 
665  // Tooltips
666  // - Tooltip are windows following the mouse. They do not take focus away.
667  IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
668  IMGUI_API void EndTooltip();
669  IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
670  IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
671 
672  // Popups, Modals
673  // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
674  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
675  // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
676  // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
677  // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
678  // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
679  // This is sometimes leading to confusing mistakes. May rework this in the future.
680 
681  // Popups: begin/end functions
682  // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
683  // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
684  IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
685  IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
686  IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
687 
688  // Popups: open/close functions
689  // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
690  // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
691  // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
692  // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
693  // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
694  // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
695  // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
696  IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
697  IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
698  IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
699  IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
700 
701  // Popups: open+begin combined functions helpers
702  // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
703  // - They are convenient to easily create context menus, hence the name.
704  // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
705  // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
706  IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
707  IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
708  IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
709 
710  // Popups: query functions
711  // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
712  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
713  // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
714  IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
715 
716  // Tables
717  // - Full-featured replacement for old Columns API.
718  // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
719  // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
720  // The typical call flow is:
721  // - 1. Call BeginTable(), early out if returning false.
722  // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
723  // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
724  // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
725  // - 5. Populate contents:
726  // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
727  // - If you are using tables as a sort of grid, where every column is holding the same type of contents,
728  // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
729  // TableNextColumn() will automatically wrap-around into the next row if needed.
730  // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
731  // - Summary of possible call flow:
732  // --------------------------------------------------------------------------------------------------------
733  // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
734  // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
735  // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
736  // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
737  // --------------------------------------------------------------------------------------------------------
738  // - 5. Call EndTable()
739  IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
740  IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
741  IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
742  IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
743  IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
744 
745  // Tables: Headers & Columns declaration
746  // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
747  // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
748  // Headers are required to perform: reordering, sorting, and opening the context menu.
749  // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
750  // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
751  // some advanced use cases (e.g. adding custom widgets in header row).
752  // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
753  IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
754  IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
755  IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
756  IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
757 
758  // Tables: Sorting & Miscellaneous functions
759  // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
760  // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
761  // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
762  // else you may wastefully sort your data every frame!
763  // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
764  IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
765  IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
766  IMGUI_API int TableGetColumnIndex(); // return current column index.
767  IMGUI_API int TableGetRowIndex(); // return current row index.
768  IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
769  IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
770  IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
771  IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
772 
773  // Legacy Columns API (prefer using Tables!)
774  // - You can also use SameLine(pos_x) to mimic simplified columns.
775  IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
776  IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
777  IMGUI_API int GetColumnIndex(); // get current column index
778  IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
779  IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
780  IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
781  IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
782  IMGUI_API int GetColumnsCount();
783 
784  // Tab Bars, Tabs
785  // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
786  IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
787  IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
788  IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
789  IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
790  IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
791  IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
792 
793  // Logging/Capture
794  // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
795  IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
796  IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
797  IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
798  IMGUI_API void LogFinish(); // stop logging (close file, etc.)
799  IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
800  IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
801  IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
802 
803  // Drag and Drop
804  // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
805  // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
806  // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
807  // - An item can be both drag source and drop target.
808  IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
809  IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
810  IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
811  IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
812  IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
813  IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
814  IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
815 
816  // Disabling [BETA API]
817  // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
818  // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
819  // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
820  IMGUI_API void BeginDisabled(bool disabled = true);
821  IMGUI_API void EndDisabled();
822 
823  // Clipping
824  // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
825  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
826  IMGUI_API void PopClipRect();
827 
828  // Focus, Activation
829  // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
830  IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
831  IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
832 
833  // Item/Widgets Utilities and Query Functions
834  // - Most of the functions are referring to the previous Item that has been submitted.
835  // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
836  IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
837  IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
838  IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
839  IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
840  IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
841  IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
842  IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
843  IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
844  IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
845  IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
846  IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
847  IMGUI_API bool IsAnyItemActive(); // is any item active?
848  IMGUI_API bool IsAnyItemFocused(); // is any item focused?
849  IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
850  IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
851  IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
852  IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
853  IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
854 
855  // Viewports
856  // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
857  // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
858  // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
859  IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
860 
861  // Background/Foreground Draw Lists
862  IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
863  IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
864 
865  // Miscellaneous Utilities
866  IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
867  IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
868  IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
869  IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
870  IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
871  IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
872  IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
873  IMGUI_API ImGuiStorage* GetStateStorage();
874  IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
875  IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
876 
877  // Text Utilities
878  IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
879 
880  // Color Utilities
881  IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
882  IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
883  IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
884  IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
885 
886  // Inputs Utilities: Keyboard/Mouse/Gamepad
887  // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
888  // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
889  // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
890  // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
891  IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
892  IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
893  IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
894  IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
895  IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
896  IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
897 
898  // Inputs Utilities: Mouse specific
899  // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
900  // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
901  // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
902  IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
903  IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
904  IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
905  IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
906  IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
907  IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
908  IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
909  IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
910  IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
911  IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
912  IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
913  IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
914  IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
915  IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
916  IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
917  IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
918 
919  // Clipboard Utilities
920  // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
921  IMGUI_API const char* GetClipboardText();
922  IMGUI_API void SetClipboardText(const char* text);
923 
924  // Settings/.Ini Utilities
925  // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
926  // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
927  // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
928  IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
929  IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
930  IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
931  IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
932 
933  // Debug Utilities
934  IMGUI_API void DebugTextEncoding(const char* text);
935  IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
936 
937  // Memory Allocators
938  // - Those functions are not reliant on the current context.
939  // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
940  // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
941  IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
942  IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
943  IMGUI_API void* MemAlloc(size_t size);
944  IMGUI_API void MemFree(void* ptr);
945 
946 } // namespace ImGui
947 
948 //-----------------------------------------------------------------------------
949 // [SECTION] Flags & Enumerations
950 //-----------------------------------------------------------------------------
951 
952 // Flags for ImGui::Begin()
953 // (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
954 enum ImGuiWindowFlags_
955 {
956  ImGuiWindowFlags_None = 0,
957  ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
958  ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
959  ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
960  ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
961  ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
962  ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
963  ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
964  ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
965  ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
966  ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
967  ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
968  ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
969  ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
970  ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
971  ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
972  ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
973  ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
974  ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
975  ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
976  ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
977  ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
978  ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
979  ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
980 
981  // [Internal]
982  ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
983  ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
984  ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
985  ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
986  ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
987  ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
988 };
989 
990 // Flags for ImGui::InputText()
991 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
992 enum ImGuiInputTextFlags_
993 {
994  ImGuiInputTextFlags_None = 0,
995  ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
996  ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
997  ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
998  ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
999  ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
1000  ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
1001  ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
1002  ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
1003  ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
1004  ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
1005  ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
1006  ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
1007  ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
1008  ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
1009  ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
1010  ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
1011  ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
1012  ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
1013  ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
1014  ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
1015  ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
1016 
1017  // Obsolete names (will be removed soon)
1018 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1019  ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
1020 #endif
1021 };
1022 
1023 // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
1024 enum ImGuiTreeNodeFlags_
1025 {
1026  ImGuiTreeNodeFlags_None = 0,
1027  ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
1028  ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
1029  ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
1030  ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
1031  ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
1032  ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
1033  ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
1034  ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
1035  ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
1036  ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
1037  ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
1038  ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
1039  ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
1040  ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
1041  //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
1042  ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
1043 };
1044 
1045 // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
1046 // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
1047 // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
1048 // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
1049 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
1050 // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
1051 // and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
1052 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
1053 enum ImGuiPopupFlags_
1054 {
1055  ImGuiPopupFlags_None = 0,
1056  ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
1057  ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
1058  ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
1059  ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
1060  ImGuiPopupFlags_MouseButtonDefault_ = 1,
1061  ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
1062  ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
1063  ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
1064  ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
1065  ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
1066 };
1067 
1068 // Flags for ImGui::Selectable()
1069 enum ImGuiSelectableFlags_
1070 {
1071  ImGuiSelectableFlags_None = 0,
1072  ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
1073  ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
1074  ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
1075  ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
1076  ImGuiSelectableFlags_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
1077 };
1078 
1079 // Flags for ImGui::BeginCombo()
1080 enum ImGuiComboFlags_
1081 {
1082  ImGuiComboFlags_None = 0,
1083  ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
1084  ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
1085  ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
1086  ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
1087  ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
1088  ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
1089  ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
1090  ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
1091 };
1092 
1093 // Flags for ImGui::BeginTabBar()
1094 enum ImGuiTabBarFlags_
1095 {
1096  ImGuiTabBarFlags_None = 0,
1097  ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
1098  ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
1099  ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
1100  ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1101  ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
1102  ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
1103  ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
1104  ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
1105  ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
1106  ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
1107 };
1108 
1109 // Flags for ImGui::BeginTabItem()
1110 enum ImGuiTabItemFlags_
1111 {
1112  ImGuiTabItemFlags_None = 0,
1113  ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
1114  ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
1115  ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
1116  ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
1117  ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
1118  ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
1119  ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
1120  ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
1121 };
1122 
1123 // Flags for ImGui::BeginTable()
1124 // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
1125 // Read comments/demos carefully + experiment with live demos to get acquainted with them.
1126 // - The DEFAULT sizing policies are:
1127 // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
1128 // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
1129 // - When ScrollX is off:
1130 // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
1131 // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
1132 // - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
1133 // - Stretch Columns will share the remaining width according to their respective weight.
1134 // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
1135 // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
1136 // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
1137 // - When ScrollX is on:
1138 // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
1139 // - Columns sizing policy allowed: Fixed/Auto mostly.
1140 // - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
1141 // - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
1142 // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
1143 // If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
1144 // - Read on documentation at the top of imgui_tables.cpp for details.
1145 enum ImGuiTableFlags_
1146 {
1147  // Features
1148  ImGuiTableFlags_None = 0,
1149  ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
1150  ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
1151  ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
1152  ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
1153  ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
1154  ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
1155  // Decorations
1156  ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
1157  ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
1158  ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
1159  ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
1160  ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
1161  ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
1162  ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
1163  ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
1164  ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
1165  ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
1166  ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
1167  ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
1168  // Sizing Policy (read above for defaults)
1169  ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
1170  ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
1171  ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
1172  ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
1173  // Sizing Extra Options
1174  ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
1175  ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
1176  ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
1177  ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
1178  // Clipping
1179  ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
1180  // Padding
1181  ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
1182  ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
1183  ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
1184  // Scrolling
1185  ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
1186  ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
1187  // Sorting
1188  ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
1189  ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
1190 
1191  // [Internal] Combinations and masks
1192  ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
1193 };
1194 
1195 // Flags for ImGui::TableSetupColumn()
1196 enum ImGuiTableColumnFlags_
1197 {
1198  // Input configuration flags
1199  ImGuiTableColumnFlags_None = 0,
1200  ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
1201  ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
1202  ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
1203  ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
1204  ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
1205  ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
1206  ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
1207  ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
1208  ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
1209  ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
1210  ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
1211  ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
1212  ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
1213  ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
1214  ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
1215  ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
1216  ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
1217  ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
1218 
1219  // Output status flags, read-only via TableGetColumnFlags()
1220  ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
1221  ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
1222  ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
1223  ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
1224 
1225  // [Internal] Combinations and masks
1226  ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
1227  ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
1228  ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
1229  ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
1230 };
1231 
1232 // Flags for ImGui::TableNextRow()
1233 enum ImGuiTableRowFlags_
1234 {
1235  ImGuiTableRowFlags_None = 0,
1236  ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
1237 };
1238 
1239 // Enum for ImGui::TableSetBgColor()
1240 // Background colors are rendering in 3 layers:
1241 // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
1242 // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
1243 // - Layer 2: draw with CellBg color if set.
1244 // The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
1245 // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
1246 // If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
1247 // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
1248 enum ImGuiTableBgTarget_
1249 {
1250  ImGuiTableBgTarget_None = 0,
1251  ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
1252  ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
1253  ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
1254 };
1255 
1256 // Flags for ImGui::IsWindowFocused()
1257 enum ImGuiFocusedFlags_
1258 {
1259  ImGuiFocusedFlags_None = 0,
1260  ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
1261  ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
1262  ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
1263  ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1264  //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1265  ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
1266 };
1267 
1268 // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
1269 // Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
1270 // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
1271 enum ImGuiHoveredFlags_
1272 {
1273  ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
1274  ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
1275  ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
1276  ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
1277  ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
1278  //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
1279  ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
1280  //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
1281  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
1282  ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
1283  ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
1284  ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse.
1285  ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
1286  ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
1287 
1288  // Hovering delays (for tooltips)
1289  ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.30 sec)
1290  ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec)
1291  ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
1292 };
1293 
1294 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
1295 enum ImGuiDragDropFlags_
1296 {
1297  ImGuiDragDropFlags_None = 0,
1298  // BeginDragDropSource() flags
1299  ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
1300  ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
1301  ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
1302  ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
1303  ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
1304  ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
1305  // AcceptDragDropPayload() flags
1306  ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
1307  ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
1308  ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
1309  ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
1310 };
1311 
1312 // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
1313 #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
1314 #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
1315 
1316 // A primary data type
1317 enum ImGuiDataType_
1318 {
1319  ImGuiDataType_S8, // signed char / char (with sensible compilers)
1320  ImGuiDataType_U8, // unsigned char
1321  ImGuiDataType_S16, // short
1322  ImGuiDataType_U16, // unsigned short
1323  ImGuiDataType_S32, // int
1324  ImGuiDataType_U32, // unsigned int
1325  ImGuiDataType_S64, // long long / __int64
1326  ImGuiDataType_U64, // unsigned long long / unsigned __int64
1327  ImGuiDataType_Float, // float
1328  ImGuiDataType_Double, // double
1329  ImGuiDataType_COUNT
1330 };
1331 
1332 // A cardinal direction
1333 enum ImGuiDir_
1334 {
1335  ImGuiDir_None = -1,
1336  ImGuiDir_Left = 0,
1337  ImGuiDir_Right = 1,
1338  ImGuiDir_Up = 2,
1339  ImGuiDir_Down = 3,
1340  ImGuiDir_COUNT
1341 };
1342 
1343 // A sorting direction
1344 enum ImGuiSortDirection_
1345 {
1346  ImGuiSortDirection_None = 0,
1347  ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
1348  ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
1349 };
1350 
1351 // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
1352 // All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
1353 // Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
1354 // Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
1355 enum ImGuiKey : int
1356 {
1357  // Keyboard
1358  ImGuiKey_None = 0,
1359  ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
1360  ImGuiKey_LeftArrow,
1361  ImGuiKey_RightArrow,
1362  ImGuiKey_UpArrow,
1363  ImGuiKey_DownArrow,
1364  ImGuiKey_PageUp,
1365  ImGuiKey_PageDown,
1366  ImGuiKey_Home,
1367  ImGuiKey_End,
1368  ImGuiKey_Insert,
1369  ImGuiKey_Delete,
1370  ImGuiKey_Backspace,
1371  ImGuiKey_Space,
1372  ImGuiKey_Enter,
1373  ImGuiKey_Escape,
1374  ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
1375  ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
1376  ImGuiKey_Menu,
1377  ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
1378  ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
1379  ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
1380  ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
1381  ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
1382  ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
1383  ImGuiKey_Apostrophe, // '
1384  ImGuiKey_Comma, // ,
1385  ImGuiKey_Minus, // -
1386  ImGuiKey_Period, // .
1387  ImGuiKey_Slash, // /
1388  ImGuiKey_Semicolon, // ;
1389  ImGuiKey_Equal, // =
1390  ImGuiKey_LeftBracket, // [
1391  ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
1392  ImGuiKey_RightBracket, // ]
1393  ImGuiKey_GraveAccent, // `
1394  ImGuiKey_CapsLock,
1395  ImGuiKey_ScrollLock,
1396  ImGuiKey_NumLock,
1397  ImGuiKey_PrintScreen,
1398  ImGuiKey_Pause,
1399  ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
1400  ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
1401  ImGuiKey_KeypadDecimal,
1402  ImGuiKey_KeypadDivide,
1403  ImGuiKey_KeypadMultiply,
1404  ImGuiKey_KeypadSubtract,
1405  ImGuiKey_KeypadAdd,
1406  ImGuiKey_KeypadEnter,
1407  ImGuiKey_KeypadEqual,
1408 
1409  // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
1410  // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)
1411  ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
1412  ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
1413  ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
1414  ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
1415  ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
1416  ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
1417  ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
1418  ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
1419  ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
1420  ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
1421  ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
1422  ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
1423  ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
1424  ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
1425  ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
1426  ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
1427  ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
1428  ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
1429  ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
1430  ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
1431  ImGuiKey_GamepadRStickLeft, // [Analog]
1432  ImGuiKey_GamepadRStickRight, // [Analog]
1433  ImGuiKey_GamepadRStickUp, // [Analog]
1434  ImGuiKey_GamepadRStickDown, // [Analog]
1435 
1436  // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
1437  // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
1438  ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
1439 
1440  // [Internal] Reserved for mod storage
1441  ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
1442  ImGuiKey_COUNT,
1443 
1444  // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
1445  // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
1446  // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
1447  // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
1448  // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
1449  // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
1450  // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
1451  // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
1452  ImGuiMod_None = 0,
1453  ImGuiMod_Ctrl = 1 << 12, // Ctrl
1454  ImGuiMod_Shift = 1 << 13, // Shift
1455  ImGuiMod_Alt = 1 << 14, // Option/Menu
1456  ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
1457  ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
1458  ImGuiMod_Mask_ = 0xF800, // 5-bits
1459 
1460  // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
1461  // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
1462  ImGuiKey_NamedKey_BEGIN = 512,
1463  ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
1464  ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
1465 #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
1466  ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
1467  ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
1468 #else
1469  ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
1470  ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
1471 #endif
1472 
1473 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1474  ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
1475  ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
1476 #endif
1477 };
1478 
1479 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1480 // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
1481 // Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
1482 // Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
1483 enum ImGuiNavInput
1484 {
1485  ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
1486  ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
1487  ImGuiNavInput_COUNT,
1488 };
1489 #endif
1490 
1491 // Configuration flags stored in io.ConfigFlags. Set by user/application.
1492 enum ImGuiConfigFlags_
1493 {
1494  ImGuiConfigFlags_None = 0,
1495  ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag.
1496  ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
1497  ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
1498  ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
1499  ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
1500  ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
1501 
1502  // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
1503  ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
1504  ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
1505 };
1506 
1507 // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
1508 enum ImGuiBackendFlags_
1509 {
1510  ImGuiBackendFlags_None = 0,
1511  ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
1512  ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
1513  ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
1514  ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
1515 };
1516 
1517 // Enumeration for PushStyleColor() / PopStyleColor()
1518 enum ImGuiCol_
1519 {
1520  ImGuiCol_Text,
1521  ImGuiCol_TextDisabled,
1522  ImGuiCol_WindowBg, // Background of normal windows
1523  ImGuiCol_ChildBg, // Background of child windows
1524  ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
1525  ImGuiCol_Border,
1526  ImGuiCol_BorderShadow,
1527  ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
1528  ImGuiCol_FrameBgHovered,
1529  ImGuiCol_FrameBgActive,
1530  ImGuiCol_TitleBg,
1531  ImGuiCol_TitleBgActive,
1532  ImGuiCol_TitleBgCollapsed,
1533  ImGuiCol_MenuBarBg,
1534  ImGuiCol_ScrollbarBg,
1535  ImGuiCol_ScrollbarGrab,
1536  ImGuiCol_ScrollbarGrabHovered,
1537  ImGuiCol_ScrollbarGrabActive,
1538  ImGuiCol_CheckMark,
1539  ImGuiCol_SliderGrab,
1540  ImGuiCol_SliderGrabActive,
1541  ImGuiCol_Button,
1542  ImGuiCol_ButtonHovered,
1543  ImGuiCol_ButtonActive,
1544  ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
1545  ImGuiCol_HeaderHovered,
1546  ImGuiCol_HeaderActive,
1547  ImGuiCol_Separator,
1548  ImGuiCol_SeparatorHovered,
1549  ImGuiCol_SeparatorActive,
1550  ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
1551  ImGuiCol_ResizeGripHovered,
1552  ImGuiCol_ResizeGripActive,
1553  ImGuiCol_Tab, // TabItem in a TabBar
1554  ImGuiCol_TabHovered,
1555  ImGuiCol_TabActive,
1556  ImGuiCol_TabUnfocused,
1557  ImGuiCol_TabUnfocusedActive,
1558  ImGuiCol_PlotLines,
1559  ImGuiCol_PlotLinesHovered,
1560  ImGuiCol_PlotHistogram,
1561  ImGuiCol_PlotHistogramHovered,
1562  ImGuiCol_TableHeaderBg, // Table header background
1563  ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
1564  ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
1565  ImGuiCol_TableRowBg, // Table row background (even rows)
1566  ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
1567  ImGuiCol_TextSelectedBg,
1568  ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
1569  ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
1570  ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
1571  ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
1572  ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
1573  ImGuiCol_COUNT
1574 };
1575 
1576 // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
1577 // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
1578 // During initialization or between frames, feel free to just poke into ImGuiStyle directly.
1579 // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
1580 // In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
1581 // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
1582 // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
1583 enum ImGuiStyleVar_
1584 {
1585  // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
1586  ImGuiStyleVar_Alpha, // float Alpha
1587  ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
1588  ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
1589  ImGuiStyleVar_WindowRounding, // float WindowRounding
1590  ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
1591  ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
1592  ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
1593  ImGuiStyleVar_ChildRounding, // float ChildRounding
1594  ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
1595  ImGuiStyleVar_PopupRounding, // float PopupRounding
1596  ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
1597  ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
1598  ImGuiStyleVar_FrameRounding, // float FrameRounding
1599  ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
1600  ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
1601  ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
1602  ImGuiStyleVar_IndentSpacing, // float IndentSpacing
1603  ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
1604  ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
1605  ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
1606  ImGuiStyleVar_GrabMinSize, // float GrabMinSize
1607  ImGuiStyleVar_GrabRounding, // float GrabRounding
1608  ImGuiStyleVar_TabRounding, // float TabRounding
1609  ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
1610  ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
1611  ImGuiStyleVar_COUNT
1612 };
1613 
1614 // Flags for InvisibleButton() [extended in imgui_internal.h]
1615 enum ImGuiButtonFlags_
1616 {
1617  ImGuiButtonFlags_None = 0,
1618  ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
1619  ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
1620  ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
1621 
1622  // [Internal]
1623  ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
1624  ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
1625 };
1626 
1627 // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
1628 enum ImGuiColorEditFlags_
1629 {
1630  ImGuiColorEditFlags_None = 0,
1631  ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
1632  ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
1633  ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
1634  ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
1635  ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
1636  ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
1637  ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
1638  ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
1639  ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
1640  ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
1641 
1642  // User Options (right-click on widget to change some of them).
1643  ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
1644  ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
1645  ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
1646  ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
1647  ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
1648  ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
1649  ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
1650  ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
1651  ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
1652  ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
1653  ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
1654  ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
1655  ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
1656 
1657  // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
1658  // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
1659  ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
1660 
1661  // [Internal] Masks
1662  ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
1663  ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
1664  ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
1665  ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
1666 
1667  // Obsolete names (will be removed)
1668  // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
1669 };
1670 
1671 // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
1672 // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
1673 // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
1674 enum ImGuiSliderFlags_
1675 {
1676  ImGuiSliderFlags_None = 0,
1677  ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
1678  ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
1679  ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
1680  ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
1681  ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
1682 
1683  // Obsolete names (will be removed)
1684 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1685  ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
1686 #endif
1687 };
1688 
1689 // Identify a mouse button.
1690 // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
1691 enum ImGuiMouseButton_
1692 {
1693  ImGuiMouseButton_Left = 0,
1694  ImGuiMouseButton_Right = 1,
1695  ImGuiMouseButton_Middle = 2,
1696  ImGuiMouseButton_COUNT = 5
1697 };
1698 
1699 // Enumeration for GetMouseCursor()
1700 // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
1701 enum ImGuiMouseCursor_
1702 {
1703  ImGuiMouseCursor_None = -1,
1704  ImGuiMouseCursor_Arrow = 0,
1705  ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
1706  ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
1707  ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
1708  ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
1709  ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
1710  ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
1711  ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
1712  ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
1713  ImGuiMouseCursor_COUNT
1714 };
1715 
1716 // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
1717 // Represent a condition.
1718 // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
1719 enum ImGuiCond_
1720 {
1721  ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
1722  ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
1723  ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
1724  ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
1725  ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
1726 };
1727 
1728 //-----------------------------------------------------------------------------
1729 // [SECTION] Helpers: Memory allocations macros, ImVector<>
1730 //-----------------------------------------------------------------------------
1731 
1732 //-----------------------------------------------------------------------------
1733 // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
1734 // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
1735 // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
1736 //-----------------------------------------------------------------------------
1737 
1738 struct ImNewWrapper {};
1739 inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
1740 inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
1741 #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
1742 #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
1743 #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
1744 #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
1745 template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
1746 
1747 //-----------------------------------------------------------------------------
1748 // ImVector<>
1749 // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
1750 //-----------------------------------------------------------------------------
1751 // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
1752 // - We use std-like naming convention here, which is a little unusual for this codebase.
1753 // - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
1754 // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
1755 // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
1756 //-----------------------------------------------------------------------------
1757 
1758 IM_MSVC_RUNTIME_CHECKS_OFF
1759 template<typename T>
1760 struct ImVector
1761 {
1762  int Size;
1763  int Capacity;
1764  T* Data;
1765 
1766  // Provide standard typedefs but we don't use them ourselves.
1767  typedef T value_type;
1768  typedef value_type* iterator;
1769  typedef const value_type* const_iterator;
1770 
1771  // Constructors, destructor
1772  inline ImVector() { Size = Capacity = 0; Data = NULL; }
1773  inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
1774  inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
1775  inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
1776 
1777  inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
1778  inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
1779  inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
1780 
1781  inline bool empty() const { return Size == 0; }
1782  inline int size() const { return Size; }
1783  inline int size_in_bytes() const { return Size * (int)sizeof(T); }
1784  inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
1785  inline int capacity() const { return Capacity; }
1786  inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1787  inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
1788 
1789  inline T* begin() { return Data; }
1790  inline const T* begin() const { return Data; }
1791  inline T* end() { return Data + Size; }
1792  inline const T* end() const { return Data + Size; }
1793  inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
1794  inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
1795  inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1796  inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
1797  inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
1798 
1799  inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
1800  inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
1801  inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
1802  inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
1803  inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
1804  inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
1805 
1806  // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
1807  inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
1808  inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
1809  inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
1810  inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
1811  inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
1812  inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
1813  inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
1814  inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
1815  inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
1816  inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
1817  inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
1818  inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
1819  inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
1820 };
1821 IM_MSVC_RUNTIME_CHECKS_RESTORE
1822 
1823 //-----------------------------------------------------------------------------
1824 // [SECTION] ImGuiStyle
1825 //-----------------------------------------------------------------------------
1826 // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
1827 // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
1828 // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
1829 //-----------------------------------------------------------------------------
1830 
1832 {
1833  float Alpha; // Global alpha applies to everything in Dear ImGui.
1834  float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1835  ImVec2 WindowPadding; // Padding within a window.
1836  float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1837  float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1838  ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
1839  ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
1840  ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
1841  float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
1842  float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1843  float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
1844  float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1845  ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
1846  float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
1847  float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
1848  ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
1849  ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
1850  ImVec2 CellPadding; // Padding within a table cell
1851  ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1852  float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1853  float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1854  float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
1855  float ScrollbarRounding; // Radius of grab corners for scrollbar.
1856  float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
1857  float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1858  float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1859  float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1860  float TabBorderSize; // Thickness of border around tabs.
1861  float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1862  ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1863  ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
1864  ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1865  ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1866  ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
1867  float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1868  bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1869  bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
1870  bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
1871  float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1872  float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1873  ImVec4 Colors[ImGuiCol_COUNT];
1874 
1875  IMGUI_API ImGuiStyle();
1876  IMGUI_API void ScaleAllSizes(float scale_factor);
1877 };
1878 
1879 //-----------------------------------------------------------------------------
1880 // [SECTION] ImGuiIO
1881 //-----------------------------------------------------------------------------
1882 // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
1883 // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
1884 //-----------------------------------------------------------------------------
1885 
1886 // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
1887 // If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
1889 {
1890  bool Down; // True for if key is down
1891  float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
1892  float DownDurationPrev; // Last frame duration the key has been down
1893  float AnalogValue; // 0.0f..1.0f for gamepad values
1894 };
1895 
1896 struct ImGuiIO
1897 {
1898  //------------------------------------------------------------------
1899  // Configuration // Default value
1900  //------------------------------------------------------------------
1901 
1902  ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1903  ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
1904  ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
1905  float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
1906  float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1907  const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
1908  const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1909  float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1910  float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1911  float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
1912  float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1913  float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1914  float HoverDelayNormal; // = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
1915  float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
1916  void* UserData; // = NULL // Store your own data.
1917 
1918  ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1919  float FontGlobalScale; // = 1.0f // Global scale all fonts
1920  bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1921  ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1922  ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
1923 
1924  // Miscellaneous options
1925  bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
1926  bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
1927  bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
1928  bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
1929  bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
1930  bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
1931  bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
1932  bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1933  float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1934 
1935  //------------------------------------------------------------------
1936  // Platform Functions
1937  // (the imgui_impl_xxxx backend files are setting those up for you)
1938  //------------------------------------------------------------------
1939 
1940  // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
1941  const char* BackendPlatformName; // = NULL
1942  const char* BackendRendererName; // = NULL
1943  void* BackendPlatformUserData; // = NULL // User data for platform backend
1944  void* BackendRendererUserData; // = NULL // User data for renderer backend
1945  void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
1946 
1947  // Optional: Access OS clipboard
1948  // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
1949  const char* (*GetClipboardTextFn)(void* user_data);
1950  void (*SetClipboardTextFn)(void* user_data, const char* text);
1951  void* ClipboardUserData;
1952 
1953  // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
1954  // (default to use native imm32 api on Windows)
1955  void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1956 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1957  void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
1958 #else
1959  void* _UnusedPadding; // Unused field to keep data structure the same size.
1960 #endif
1961 
1962  //------------------------------------------------------------------
1963  // Input - Call before calling NewFrame()
1964  //------------------------------------------------------------------
1965 
1966  // Input Functions
1967  IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1968  IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
1969  IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
1970  IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
1971  IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
1972  IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
1973  IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
1974  IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
1975  IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
1976 
1977  IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
1978  IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1979  IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
1980  IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
1981 
1982  //------------------------------------------------------------------
1983  // Output - Updated by NewFrame() or EndFrame()/Render()
1984  // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
1985  // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
1986  //------------------------------------------------------------------
1987 
1988  bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
1989  bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
1990  bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
1991  bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
1992  bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
1993  bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
1994  bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1995  float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
1996  int MetricsRenderVertices; // Vertices output during last call to Render()
1997  int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1998  int MetricsRenderWindows; // Number of visible windows
1999  int MetricsActiveWindows; // Number of active windows
2000  int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
2001  ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
2002 
2003  // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
2004  // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
2005  // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
2006 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2007  int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
2008  bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
2009  float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
2010 #endif
2011 
2012  //------------------------------------------------------------------
2013  // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
2014  //------------------------------------------------------------------
2015 
2016  // Main Input State
2017  // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
2018  // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
2019  ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
2020  bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
2021  float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
2022  float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
2023  bool KeyCtrl; // Keyboard modifier down: Control
2024  bool KeyShift; // Keyboard modifier down: Shift
2025  bool KeyAlt; // Keyboard modifier down: Alt
2026  bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
2027 
2028  // Other state maintained from data above + IO function calls
2029  ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
2030  ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
2031  bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
2032  ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
2033  ImVec2 MouseClickedPos[5]; // Position at time of clicking
2034  double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
2035  bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
2036  bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
2037  ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
2038  ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
2039  bool MouseReleased[5]; // Mouse button went from Down to !Down
2040  bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
2041  bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
2042  float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
2043  float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
2044  float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
2045  float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
2046  bool AppFocusLost; // Only modify via AddFocusEvent()
2047  bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
2048  ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
2049  bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
2050  ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
2051  ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
2052 
2053  IMGUI_API ImGuiIO();
2054 };
2055 
2056 //-----------------------------------------------------------------------------
2057 // [SECTION] Misc data structures
2058 //-----------------------------------------------------------------------------
2059 
2060 // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
2061 // The callback function should return 0 by default.
2062 // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
2063 // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
2064 // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
2065 // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
2066 // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
2067 // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
2068 // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
2070 {
2071  ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
2072  ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
2073  void* UserData; // What user passed to InputText() // Read-only
2074 
2075  // Arguments for the different callback events
2076  // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
2077  // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
2078  ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
2079  ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
2080  char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
2081  int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
2082  int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
2083  bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
2084  int CursorPos; // // Read-write // [Completion,History,Always]
2085  int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
2086  int SelectionEnd; // // Read-write // [Completion,History,Always]
2087 
2088  // Helper functions for text manipulation.
2089  // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
2090  IMGUI_API ImGuiInputTextCallbackData();
2091  IMGUI_API void DeleteChars(int pos, int bytes_count);
2092  IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
2093  void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
2094  void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
2095  bool HasSelection() const { return SelectionStart != SelectionEnd; }
2096 };
2097 
2098 // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
2099 // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
2101 {
2102  void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
2103  ImVec2 Pos; // Read-only. Window position, for reference.
2104  ImVec2 CurrentSize; // Read-only. Current window size.
2105  ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
2106 };
2107 
2108 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
2110 {
2111  // Members
2112  void* Data; // Data (copied and owned by dear imgui)
2113  int DataSize; // Data size
2114 
2115  // [Internal]
2116  ImGuiID SourceId; // Source item id
2117  ImGuiID SourceParentId; // Source parent id (if available)
2118  int DataFrameCount; // Data timestamp
2119  char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
2120  bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
2121  bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
2122 
2123  ImGuiPayload() { Clear(); }
2124  void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
2125  bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
2126  bool IsPreview() const { return Preview; }
2127  bool IsDelivery() const { return Delivery; }
2128 };
2129 
2130 // Sorting specification for one column of a table (sizeof == 12 bytes)
2132 {
2133  ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
2134  ImS16 ColumnIndex; // Index of the column
2135  ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
2136  ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
2137 
2138  ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
2139 };
2140 
2141 // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
2142 // Obtained by calling TableGetSortSpecs().
2143 // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
2144 // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
2146 {
2147  const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
2148  int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
2149  bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
2150 
2151  ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
2152 };
2153 
2154 //-----------------------------------------------------------------------------
2155 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
2156 //-----------------------------------------------------------------------------
2157 
2158 // Helper: Unicode defines
2159 #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
2160 #ifdef IMGUI_USE_WCHAR32
2161 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
2162 #else
2163 #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
2164 #endif
2165 
2166 // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
2167 // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
2169 {
2170  ImGuiOnceUponAFrame() { RefFrame = -1; }
2171  mutable int RefFrame;
2172  operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
2173 };
2174 
2175 // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2177 {
2178  IMGUI_API ImGuiTextFilter(const char* default_filter = "");
2179  IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
2180  IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
2181  IMGUI_API void Build();
2182  void Clear() { InputBuf[0] = 0; Build(); }
2183  bool IsActive() const { return !Filters.empty(); }
2184 
2185  // [Internal]
2187  {
2188  const char* b;
2189  const char* e;
2190 
2191  ImGuiTextRange() { b = e = NULL; }
2192  ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
2193  bool empty() const { return b == e; }
2194  IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
2195  };
2196  char InputBuf[256];
2197  ImVector<ImGuiTextRange>Filters;
2198  int CountGrep;
2199 };
2200 
2201 // Helper: Growable text buffer for logging/accumulating text
2202 // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
2204 {
2205  ImVector<char> Buf;
2206  IMGUI_API static char EmptyString[1];
2207 
2208  ImGuiTextBuffer() { }
2209  inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
2210  const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
2211  const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
2212  int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
2213  bool empty() const { return Buf.Size <= 1; }
2214  void clear() { Buf.clear(); }
2215  void reserve(int capacity) { Buf.reserve(capacity); }
2216  const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
2217  IMGUI_API void append(const char* str, const char* str_end = NULL);
2218  IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
2219  IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
2220 };
2221 
2222 // Helper: Key->Value storage
2223 // Typically you don't have to worry about this since a storage is held within each Window.
2224 // We use it to e.g. store collapse state for a tree (Int 0/1)
2225 // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
2226 // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
2227 // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
2228 // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
2229 // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
2231 {
2232  // [Internal]
2234  {
2235  ImGuiID key;
2236  union { int val_i; float val_f; void* val_p; };
2237  ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
2238  ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
2239  ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
2240  };
2241 
2243 
2244  // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
2245  // - Set***() functions find pair, insertion on demand if missing.
2246  // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
2247  void Clear() { Data.clear(); }
2248  IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
2249  IMGUI_API void SetInt(ImGuiID key, int val);
2250  IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
2251  IMGUI_API void SetBool(ImGuiID key, bool val);
2252  IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
2253  IMGUI_API void SetFloat(ImGuiID key, float val);
2254  IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
2255  IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
2256 
2257  // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
2258  // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2259  // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
2260  // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
2261  IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
2262  IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
2263  IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
2264  IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
2265 
2266  // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
2267  IMGUI_API void SetAllInt(int val);
2268 
2269  // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2270  IMGUI_API void BuildSortByKey();
2271 };
2272 
2273 // Helper: Manually clip large list of items.
2274 // If you have lots evenly spaced items and you have random access to the list, you can perform coarse
2275 // clipping based on visibility to only submit items that are in view.
2276 // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
2277 // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
2278 // fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
2279 // scale using lists with tens of thousands of items without a problem)
2280 // Usage:
2281 // ImGuiListClipper clipper;
2282 // clipper.Begin(1000); // We have 1000 elements, evenly spaced.
2283 // while (clipper.Step())
2284 // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
2285 // ImGui::Text("line number %d", i);
2286 // Generally what happens is:
2287 // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
2288 // - User code submit that one element.
2289 // - Clipper can measure the height of the first element
2290 // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
2291 // - User code submit visible elements.
2292 // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
2294 {
2295  int DisplayStart; // First item to display, updated by each call to Step()
2296  int DisplayEnd; // End of items to display (exclusive)
2297  int ItemsCount; // [Internal] Number of items
2298  float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
2299  float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
2300  void* TempData; // [Internal] Internal data
2301 
2302  // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
2303  // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
2304  IMGUI_API ImGuiListClipper();
2305  IMGUI_API ~ImGuiListClipper();
2306  IMGUI_API void Begin(int items_count, float items_height = -1.0f);
2307  IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
2308  IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
2309 
2310  // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
2311  IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
2312 
2313 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2314  inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
2315 #endif
2316 };
2317 
2318 // Helpers macros to generate 32-bit encoded colors
2319 // User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
2320 #ifndef IM_COL32_R_SHIFT
2321 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
2322 #define IM_COL32_R_SHIFT 16
2323 #define IM_COL32_G_SHIFT 8
2324 #define IM_COL32_B_SHIFT 0
2325 #define IM_COL32_A_SHIFT 24
2326 #define IM_COL32_A_MASK 0xFF000000
2327 #else
2328 #define IM_COL32_R_SHIFT 0
2329 #define IM_COL32_G_SHIFT 8
2330 #define IM_COL32_B_SHIFT 16
2331 #define IM_COL32_A_SHIFT 24
2332 #define IM_COL32_A_MASK 0xFF000000
2333 #endif
2334 #endif
2335 #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
2336 #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
2337 #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
2338 #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
2339 
2340 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
2341 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
2342 // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
2343 // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
2344 struct ImColor
2345 {
2346  ImVec4 Value;
2347 
2348  constexpr ImColor() { }
2349  constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
2350  constexpr ImColor(const ImVec4& col) : Value(col) {}
2351  ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
2352  ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }
2353  inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
2354  inline operator ImVec4() const { return Value; }
2355 
2356  // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
2357  inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
2358  static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
2359 };
2360 
2361 //-----------------------------------------------------------------------------
2362 // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
2363 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
2364 //-----------------------------------------------------------------------------
2365 
2366 // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
2367 #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
2368 #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
2369 #endif
2370 
2371 // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
2372 // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
2373 // you can poke into the draw list for that! Draw callback may be useful for example to:
2374 // A) Change your GPU render state,
2375 // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
2376 // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
2377 // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
2378 #ifndef ImDrawCallback
2379 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
2380 #endif
2381 
2382 // Special Draw callback value to request renderer backend to reset the graphics/render state.
2383 // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
2384 // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
2385 // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
2386 #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
2387 
2388 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
2389 // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
2390 // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
2391 // Backends made for <1.71. will typically ignore the VtxOffset fields.
2392 // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
2394 {
2395  ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
2396  ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
2397  unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
2398  unsigned int IdxOffset; // 4 // Start offset in index buffer.
2399  unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
2400  ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
2401  void* UserCallbackData; // 4-8 // The draw callback code can access this.
2402 
2403  ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
2404 
2405  // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
2406  inline ImTextureID GetTexID() const { return TextureId; }
2407 };
2408 
2409 // Vertex layout
2410 #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
2412 {
2413  ImVec2 pos;
2414  ImVec2 uv;
2415  ImU32 col;
2416 };
2417 #else
2418 // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
2419 // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
2420 // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
2421 // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
2422 IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
2423 #endif
2424 
2425 // [Internal] For use by ImDrawList
2427 {
2428  ImVec4 ClipRect;
2429  ImTextureID TextureId;
2430  unsigned int VtxOffset;
2431 };
2432 
2433 // [Internal] For use by ImDrawListSplitter
2435 {
2436  ImVector<ImDrawCmd> _CmdBuffer;
2437  ImVector<ImDrawIdx> _IdxBuffer;
2438 };
2439 
2440 
2441 // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
2442 // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
2444 {
2445  int _Current; // Current channel number (0)
2446  int _Count; // Number of active channels (1+)
2447  ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
2448 
2449  inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
2450  inline ~ImDrawListSplitter() { ClearFreeMemory(); }
2451  inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
2452  IMGUI_API void ClearFreeMemory();
2453  IMGUI_API void Split(ImDrawList* draw_list, int count);
2454  IMGUI_API void Merge(ImDrawList* draw_list);
2455  IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
2456 };
2457 
2458 // Flags for ImDrawList functions
2459 // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
2460 enum ImDrawFlags_
2461 {
2462  ImDrawFlags_None = 0,
2463  ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
2464  ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
2465  ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
2466  ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
2467  ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
2468  ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
2469  ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
2470  ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2471  ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
2472  ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
2473  ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
2474  ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
2475  ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
2476 };
2477 
2478 // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
2479 // It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
2480 enum ImDrawListFlags_
2481 {
2482  ImDrawListFlags_None = 0,
2483  ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
2484  ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
2485  ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
2486  ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
2487 };
2488 
2489 // Draw command list
2490 // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
2491 // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
2492 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
2493 // access the current window draw list and draw custom primitives.
2494 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
2495 // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
2496 // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
2497 // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
2499 {
2500  // This is what you have to render
2501  ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
2502  ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
2503  ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
2504  ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
2505 
2506  // [Internal, used while building lists]
2507  unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
2508  ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
2509  const char* _OwnerName; // Pointer to owner window's name for debugging
2510  ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2511  ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
2512  ImVector<ImVec4> _ClipRectStack; // [Internal]
2513  ImVector<ImTextureID> _TextureIdStack; // [Internal]
2514  ImVector<ImVec2> _Path; // [Internal] current path building
2515  ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
2516  ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
2517  float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
2518 
2519  // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
2520  ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
2521 
2522  ~ImDrawList() { _ClearFreeMemory(); }
2523  IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
2524  IMGUI_API void PushClipRectFullScreen();
2525  IMGUI_API void PopClipRect();
2526  IMGUI_API void PushTextureID(ImTextureID texture_id);
2527  IMGUI_API void PopTextureID();
2528  inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
2529  inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
2530 
2531  // Primitives
2532  // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2533  // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
2534  // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
2535  // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
2536  // In future versions we will use textures to provide cheaper and higher-quality circles.
2537  // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
2538  IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
2539  IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
2540  IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
2541  IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
2542  IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
2543  IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
2544  IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
2545  IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
2546  IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
2547  IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
2548  IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
2549  IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
2550  IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
2551  IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
2552  IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
2553  IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
2554  IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
2555  IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
2556 
2557  // Image primitives
2558  // - Read FAQ to understand what ImTextureID is.
2559  // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
2560  // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
2561  IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
2562  IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
2563  IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
2564 
2565  // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
2566  // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
2567  inline void PathClear() { _Path.Size = 0; }
2568  inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
2569  inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
2570  inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
2571  inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
2572  IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
2573  IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
2574  IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
2575  IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
2576  IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
2577 
2578  // Advanced
2579  IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
2580  IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
2581  IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
2582 
2583  // Advanced: Channels
2584  // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
2585  // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
2586  // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
2587  // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
2588  // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
2589  inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
2590  inline void ChannelsMerge() { _Splitter.Merge(this); }
2591  inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
2592 
2593  // Advanced: Primitives allocations
2594  // - We render triangles (three vertices)
2595  // - All primitives needs to be reserved via PrimReserve() beforehand.
2596  IMGUI_API void PrimReserve(int idx_count, int vtx_count);
2597  IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
2598  IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
2599  IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
2600  IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
2601  inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
2602  inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
2603  inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
2604 
2605 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2606  inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
2607  inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
2608 #endif
2609 
2610  // [Internal helpers]
2611  IMGUI_API void _ResetForNewFrame();
2612  IMGUI_API void _ClearFreeMemory();
2613  IMGUI_API void _PopUnusedDrawCmd();
2614  IMGUI_API void _TryMergeDrawCmds();
2615  IMGUI_API void _OnChangedClipRect();
2616  IMGUI_API void _OnChangedTextureID();
2617  IMGUI_API void _OnChangedVtxOffset();
2618  IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
2619  IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
2620  IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
2621 };
2622 
2623 // All draw data to render a Dear ImGui frame
2624 // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
2625 // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
2627 {
2628  bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
2629  int CmdListsCount; // Number of ImDrawList* to render
2630  int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
2631  int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
2632  ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
2633  ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
2634  ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
2635  ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
2636 
2637  // Functions
2638  ImDrawData() { Clear(); }
2639  void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
2640  IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
2641  IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
2642 };
2643 
2644 //-----------------------------------------------------------------------------
2645 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
2646 //-----------------------------------------------------------------------------
2647 
2649 {
2650  void* FontData; // // TTF/OTF data
2651  int FontDataSize; // // TTF/OTF data size
2652  bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
2653  int FontNo; // 0 // Index of font within TTF/OTF file
2654  float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
2655  int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
2656  int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
2657  bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
2658  ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
2659  ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
2660  const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
2661  float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
2662  float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
2663  bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
2664  unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
2665  float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
2666  ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
2667 
2668  // [Internal]
2669  char Name[40]; // Name (strictly to ease debugging)
2670  ImFont* DstFont;
2671 
2672  IMGUI_API ImFontConfig();
2673 };
2674 
2675 // Hold rendering data for one glyph.
2676 // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
2678 {
2679  unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
2680  unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
2681  unsigned int Codepoint : 30; // 0x0000..0x10FFFF
2682  float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
2683  float X0, Y0, X1, Y1; // Glyph corners
2684  float U0, V0, U1, V1; // Texture coordinates
2685 };
2686 
2687 // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
2688 // This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
2690 {
2691  ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
2692 
2693  ImFontGlyphRangesBuilder() { Clear(); }
2694  inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
2695  inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
2696  inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
2697  inline void AddChar(ImWchar c) { SetBit(c); } // Add character
2698  IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
2699  IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
2700  IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
2701 };
2702 
2703 // See ImFontAtlas::AddCustomRectXXX functions.
2705 {
2706  unsigned short Width, Height; // Input // Desired rectangle dimension
2707  unsigned short X, Y; // Output // Packed position in Atlas
2708  unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
2709  float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
2710  ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
2711  ImFont* Font; // Input // For custom font glyphs only: target font
2712  ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
2713  bool IsPacked() const { return X != 0xFFFF; }
2714 };
2715 
2716 // Flags for ImFontAtlas build
2717 enum ImFontAtlasFlags_
2718 {
2719  ImFontAtlasFlags_None = 0,
2720  ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
2721  ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
2722  ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
2723 };
2724 
2725 // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
2726 // - One or more fonts.
2727 // - Custom graphics data needed to render the shapes needed by Dear ImGui.
2728 // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
2729 // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
2730 // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
2731 // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
2732 // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
2733 // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
2734 // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
2735 // Common pitfalls:
2736 // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
2737 // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
2738 // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
2739 // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
2740 // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
2741 // - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
2743 {
2744  IMGUI_API ImFontAtlas();
2745  IMGUI_API ~ImFontAtlas();
2746  IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
2747  IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
2748  IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
2749  IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
2750  IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
2751  IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
2752  IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
2753  IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
2754  IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2755  IMGUI_API void Clear(); // Clear all input and output.
2756 
2757  // Build atlas, retrieve pixel data.
2758  // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
2759  // The pitch is always = Width * BytesPerPixels (1 or 4)
2760  // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
2761  // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
2762  IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
2763  IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
2764  IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
2765  bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
2766  void SetTexID(ImTextureID id) { TexID = id; }
2767 
2768  //-------------------------------------------
2769  // Glyph Ranges
2770  //-------------------------------------------
2771 
2772  // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
2773  // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
2774  // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
2775  IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
2776  IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
2777  IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
2778  IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
2779  IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
2780  IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
2781  IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
2782  IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
2783  IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
2784 
2785  //-------------------------------------------
2786  // [BETA] Custom Rectangles/Glyphs API
2787  //-------------------------------------------
2788 
2789  // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
2790  // - After calling Build(), you can query the rectangle position and render your pixels.
2791  // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
2792  // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
2793  // so you can render e.g. custom colorful icons and use them as regular glyphs.
2794  // - Read docs/FONTS.md for more details about using colorful icons.
2795  // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
2796  IMGUI_API int AddCustomRectRegular(int width, int height);
2797  IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
2798  ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
2799 
2800  // [Internal]
2801  IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
2802  IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
2803 
2804  //-------------------------------------------
2805  // Members
2806  //-------------------------------------------
2807 
2808  ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
2809  ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
2810  int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2811  int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
2812  bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
2813  void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
2814 
2815  // [Internal]
2816  // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
2817  bool TexReady; // Set when texture was built matching current font input
2818  bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
2819  unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
2820  unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
2821  int TexWidth; // Texture width calculated during Build().
2822  int TexHeight; // Texture height calculated during Build().
2823  ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
2824  ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
2825  ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
2826  ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
2827  ImVector<ImFontConfig> ConfigData; // Configuration data
2828  ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
2829 
2830  // [Internal] Font builder
2831  const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
2832  unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
2833 
2834  // [Internal] Packing data
2835  int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
2836  int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
2837 
2838  // [Obsolete]
2839  //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
2840  //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
2841 };
2842 
2843 // Font runtime data and rendering
2844 // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
2845 struct ImFont
2846 {
2847  // Members: Hot ~20/24 bytes (for CalcTextSize)
2848  ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2849  float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
2850  float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
2851 
2852  // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
2853  ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2854  ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2855  const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
2856 
2857  // Members: Cold ~32/40 bytes
2858  ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
2859  const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
2860  short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
2861  ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
2862  ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
2863  ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found)
2864  bool DirtyLookupTables; // 1 // out //
2865  float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
2866  float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
2867  int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
2868  ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
2869 
2870  // Methods
2871  IMGUI_API ImFont();
2872  IMGUI_API ~ImFont();
2873  IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
2874  IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
2875  float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
2876  bool IsLoaded() const { return ContainerAtlas != NULL; }
2877  const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
2878 
2879  // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
2880  // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
2881  IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
2882  IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
2883  IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
2884  IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
2885 
2886  // [Internal] Don't use!
2887  IMGUI_API void BuildLookupTable();
2888  IMGUI_API void ClearOutputData();
2889  IMGUI_API void GrowIndex(int new_size);
2890  IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
2891  IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
2892  IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
2893  IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
2894 };
2895 
2896 //-----------------------------------------------------------------------------
2897 // [SECTION] Viewports
2898 //-----------------------------------------------------------------------------
2899 
2900 // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
2901 enum ImGuiViewportFlags_
2902 {
2903  ImGuiViewportFlags_None = 0,
2904  ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
2905  ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
2906  ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend)
2907 };
2908 
2909 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
2910 // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
2911 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
2912 // - About Main Area vs Work Area:
2913 // - Main Area = entire viewport.
2914 // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
2915 // - Windows are generally trying to stay within the Work Area of their host viewport.
2917 {
2918  ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
2919  ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
2920  ImVec2 Size; // Main Area: Size of the viewport.
2921  ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
2922  ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
2923 
2924  // Platform/Backend Dependent Data
2925  void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
2926 
2927  ImGuiViewport() { memset(this, 0, sizeof(*this)); }
2928 
2929  // Helpers
2930  ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
2931  ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
2932 };
2933 
2934 //-----------------------------------------------------------------------------
2935 // [SECTION] Platform Dependent Interfaces
2936 //-----------------------------------------------------------------------------
2937 
2938 // (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
2940 {
2941  bool WantVisible; // A widget wants the IME to be visible
2942  ImVec2 InputPos; // Position of the input cursor
2943  float InputLineHeight; // Line height
2944 
2945  ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
2946 };
2947 
2948 //-----------------------------------------------------------------------------
2949 // [SECTION] Obsolete functions and types
2950 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
2951 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
2952 //-----------------------------------------------------------------------------
2953 
2954 namespace ImGui
2955 {
2956 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
2957  IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
2958 #else
2959  static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
2960 #endif
2961 }
2962 
2963 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2964 namespace ImGui
2965 {
2966  // OBSOLETED in 1.89 (from August 2022)
2967  IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
2968  // OBSOLETED in 1.88 (from May 2022)
2969  static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
2970  static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
2971  // OBSOLETED in 1.86 (from November 2021)
2972  IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
2973  // OBSOLETED in 1.85 (from August 2021)
2974  static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
2975  // OBSOLETED in 1.81 (from February 2021)
2976  IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
2977  static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
2978  static inline void ListBoxFooter() { EndListBox(); }
2979 
2980  // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
2981  //-- OBSOLETED in 1.79 (from August 2020)
2982  //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
2983  //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
2984  //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
2985  //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
2986  //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
2987  //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
2988  //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2989  //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2990  //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2991  //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2992  //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2993  //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2994  //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2995  //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
2996  //-- OBSOLETED in 1.77 and before
2997  //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
2998  //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
2999  //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
3000  //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
3001  //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
3002  //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
3003  //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
3004  //-- OBSOLETED in 1.60 and before
3005  //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
3006  //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
3007  //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3008  //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3009  //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3010  //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3011  //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
3012  //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
3013  //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3014  //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3015  //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
3016  //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3017  //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
3018  //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3019  //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
3020  //-- OBSOLETED in 1.50 and before
3021  //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
3022  //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
3023  //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
3024  //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
3025 }
3026 
3027 // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
3028 typedef ImDrawFlags ImDrawCornerFlags;
3029 enum ImDrawCornerFlags_
3030 {
3031  ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
3032  ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
3033  ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
3034  ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
3035  ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
3036  ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
3037  ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
3038  ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
3039  ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
3040  ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
3041 };
3042 
3043 // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
3044 // RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
3045 typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
3046 enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
3047 //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
3048 //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
3049 
3050 #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
3051 
3052 // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
3053 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
3054 #define IMGUI_DISABLE_DEBUG_TOOLS
3055 #endif
3056 #if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
3057 #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
3058 #endif
3059 
3060 //-----------------------------------------------------------------------------
3061 
3062 #if defined(__clang__)
3063 #pragma clang diagnostic pop
3064 #elif defined(__GNUC__)
3065 #pragma GCC diagnostic pop
3066 #endif
3067 
3068 #ifdef _MSC_VER
3069 #pragma warning (pop)
3070 #endif
3071 
3072 // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
3073 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
3074 #include "imgui_user.h"
3075 #endif
3076 
3077 #endif // #ifndef IMGUI_DISABLE
Definition: imgui.h:2345
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Definition: imgui_internal.h:755
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